can you open that map and look how they did it? I think Blizzard maps are unprotected.
The dummy building idea could work, though any building that could be built over a river could be built literally anywhere (though I think you could restrict it from being built on blight). Most restrictions would have to be triggered.
Or you could just let people build bridges anywhere. It'd be pretty hilarious. I might try it.
Afaik, you can make a building require water in a X range around it to be built.The dummy building idea could work, though any building that could be built over a river could be built literally anywhere
After some testing it appears bridge and platform object types (not category) are hard coded by the editor to clear or overwrite the global pathing under them. If one removes (not kills) a bridge that was placed in the editor units can still walk into the water.That if only trigger created bridges would work... here is what happens:
http://www.hiveworkshop.com/pastebin/f41624acc291cdd941f2bfc8010b41247794/
The bridges rotate (as intended) but noone work.
It might be feasible to make rivers (or whatever you're bridging) walkable by default, place pathing blocker doodads over them, and remove the pathing blockers when a bridge is built in that area (and re-add them if the bridge is somehow removed).
Far easier/efficient to iteratively fill all cells in a rect under the bridge with the appropriate pathing.It might be feasible to make rivers (or whatever you're bridging) walkable by default, place pathing blocker doodads over them, and remove the pathing blockers when a bridge is built in that area (and re-add them if the bridge is somehow removed).
It is completely possible. One can dynamically create bridge destructables with triggers as long as one fills the pathing under them with walkable enabled and when they are destroyed (if possible) fill under them with walkable disabled.But as it is now, it is impossible.
Trigger created bridges do not do this as they apply normal destructible pathing overlay like trees do. To make trigger created bridges that work one has to also trigger modify the pathing to "walkability on" for all cells under the bridge. This pathing modification operation is probably quite computationally expensive as it will require several hundred calls (a cell is a tiny area).
I am saying one can use the pathing modification native, which has a GUI action under Environment, to modify the pathing of the cells to dynamically create functional bridges.You're saying if I cover the map with invisible bridge type destructibles I can just use it to modify pathing at will?
Not entirely sure, but it is either 32*32 or 64*64 in area and in a uniform grid which each time either containing 4*4 or 2*2 cells. Regions (not rects) are made up of cells.what is a "cell", exactly?
It alters the pathing of the cell containing the location.the trigger seems to ask for a point, but even those have decimals...
Not sure what you mean by "work". One will need to use triggers to make the water walkable and still need a walkable destructable bridge so that the units appear to walk on it rather than under it.How about this: If I make a custom building path that is the same as the one for bridges, would that work?
Not sure what you mean by "work". One will need to use triggers to make the water walkable and still need a walkable destructable bridge so that the units appear to walk on it rather than under it.
Or a bridge destructable could be placed for the unit to walk on. A dummy unit bridge can exist which is interacted with like all units.How about an aura buff? when the unit has the buff it will:
A) be able to walk on water
B) walk a little higher so that it looks like the unit is actually walking in the bridge
Of course if implemented in an actual map those leaks would need to be cleaned up.something as simple as this seems to work. pretty neat.
Aside from the leaks in variables does this have other leaks?Of course if implemented in an actual map those leaks would need to be cleaned up.